Disable OpenGL 3.x logs
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@@ -145,6 +145,24 @@ const char* fragment_shader_default_color_src =
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" outColor.a = 1.0;\n"
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"}\n";
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#ifdef ENABLE_OGL3_LOG
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int ogl3_do_log = ENABLE_OGL3_LOG;
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static void
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ogl3_log(const char *fmt, ...)
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{
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va_list ap;
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if (ogl3_do_log) {
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va_start(ap, fmt);
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ogl3_log_ex(fmt, ap);
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va_end(ap);
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}
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}
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#else
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# define ogl3_log(fmt, ...)
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#endif
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static inline int
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next_pow2(unsigned int n)
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{
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@@ -232,8 +250,8 @@ OpenGLRenderer::compile_shader(GLenum shader_type, const char *prepend, const ch
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main_window->showMessage(MBX_ERROR | MBX_FATAL, tr("GLSL Error"), tr("Could not compile shader:\n\n%1").arg(log).replace("\n", "<br>"));
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// wx_simple_messagebox("GLSL Error", "Could not compile shader:\n%s", log);
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pclog("Could not compile shader: %s\n", log);
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// pclog("Shader: %s\n", program);
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ogl3_log("Could not compile shader: %s\n", log);
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// ogl3_log("Shader: %s\n", program);
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free(log);
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return 0;
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@@ -348,7 +366,7 @@ OpenGLRenderer::create_texture(struct shader_texture *tex)
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tex->width = max_texture_size;
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if (tex->height > max_texture_size)
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tex->height = max_texture_size;
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pclog("Create texture with size %dx%d\n", tex->width, tex->height);
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ogl3_log("Create texture with size %dx%d\n", tex->width, tex->height);
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glw.glGenTextures(1, (GLuint *) &tex->id);
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glw.glBindTexture(GL_TEXTURE_2D, tex->id);
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glw.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, tex->wrap_mode);
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@@ -452,7 +470,7 @@ OpenGLRenderer::create_fbo(struct shader_fbo *fbo)
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glw.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fbo->texture.id, 0);
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if (glw.glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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pclog("Could not create framebuffer!\n");
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ogl3_log("Could not create framebuffer!\n");
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glw.glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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@@ -629,12 +647,12 @@ OpenGLRenderer::load_glslp(glsl_t *glsl, int num_shader, const char *f)
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struct shader_lut_texture *tex = &gshader->lut_textures[i];
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strcpy(tex->name, texture->name);
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pclog("Load texture %s...\n", file);
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ogl3_log("Load texture %s...\n", file);
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if (!load_texture(file, &tex->texture)) {
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//QMessageBox::critical(main_window, tr("GLSL Error"), tr("Could not load texture: %s").arg(file));
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main_window->showMessage(MBX_ERROR | MBX_FATAL, tr("GLSL Error"), tr("Could not load texture: %1").arg(file));
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pclog("Could not load texture %s!\n", file);
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ogl3_log("Could not load texture %s!\n", file);
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failed = 1;
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break;
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}
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@@ -676,16 +694,16 @@ OpenGLRenderer::load_glslp(glsl_t *glsl, int num_shader, const char *f)
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if (!strlen(pass->alias))
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sprintf(pass->alias, "Pass %u", (i + 1));
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pclog("Creating pass %u (%s)\n", (i + 1), pass->alias);
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pclog("Loading shader %s...\n", shader->shader_fn);
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ogl3_log("Creating pass %u (%s)\n", (i + 1), pass->alias);
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ogl3_log("Loading shader %s...\n", shader->shader_fn);
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if (!shader->shader_program) {
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main_window->showMessage(MBX_ERROR | MBX_FATAL, tr("GLSL Error"), tr("Could not load shader: %1").arg(shader->shader_fn));
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// wx_simple_messagebox("GLSL Error", "Could not load shader: %s", shader->shader_fn);
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pclog("Could not load shader %s\n", shader->shader_fn);
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ogl3_log("Could not load shader %s\n", shader->shader_fn);
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failed = 1;
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break;
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} else
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pclog("Shader %s loaded\n", shader->shader_fn);
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ogl3_log("Shader %s loaded\n", shader->shader_fn);
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failed = !compile_shader(GL_VERTEX_SHADER, "#define VERTEX\n#define PARAMETER_UNIFORM\n",
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shader->shader_program, &pass->program.vertex_shader)
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|| !compile_shader(GL_FRAGMENT_SHADER, "#define FRAGMENT\n#define PARAMETER_UNIFORM\n",
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@@ -856,15 +874,15 @@ OpenGLRenderer::initialize()
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glw.initializeOpenGLFunctions();
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pclog("OpenGL information: [%s] %s (%s)\n", glw.glGetString(GL_VENDOR), glw.glGetString(GL_RENDERER), glw.glGetString(GL_VERSION));
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ogl3_log("OpenGL information: [%s] %s (%s)\n", glw.glGetString(GL_VENDOR), glw.glGetString(GL_RENDERER), glw.glGetString(GL_VERSION));
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glsl_version[0] = glsl_version[1] = -1;
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glw.glGetIntegerv(GL_MAJOR_VERSION, &glsl_version[0]);
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glw.glGetIntegerv(GL_MINOR_VERSION, &glsl_version[1]);
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if (glsl_version[0] < 3) {
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throw opengl_init_error(tr("OpenGL version 3.0 or greater is required. Current GLSL version is %1.%2").arg(glsl_version[0]).arg(glsl_version[1]));
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}
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pclog("Using OpenGL %s\n", glw.glGetString(GL_VERSION));
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pclog("Using Shading Language %s\n", glw.glGetString(GL_SHADING_LANGUAGE_VERSION));
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ogl3_log("Using OpenGL %s\n", glw.glGetString(GL_VERSION));
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ogl3_log("Using Shading Language %s\n", glw.glGetString(GL_SHADING_LANGUAGE_VERSION));
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glslVersion = reinterpret_cast<const char *>(glw.glGetString(GL_SHADING_LANGUAGE_VERSION));
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glslVersion.truncate(4);
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@@ -876,7 +894,7 @@ OpenGLRenderer::initialize()
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glslVersion.append(" core");
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glw.glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_texture_size);
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pclog("Max texture size: %dx%d\n", max_texture_size, max_texture_size);
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ogl3_log("Max texture size: %dx%d\n", max_texture_size, max_texture_size);
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glw.glEnable(GL_TEXTURE_2D);
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@@ -1218,7 +1236,7 @@ OpenGLRenderer::render_pass(struct render_data *data)
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int i;
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GLuint texture_unit = 0;
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// pclog("pass %d: %gx%g, %gx%g -> %gx%g, %gx%g, %gx%g\n", num_pass, pass->state.input_size[0],
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// ogl3_log("pass %d: %gx%g, %gx%g -> %gx%g, %gx%g, %gx%g\n", num_pass, pass->state.input_size[0],
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// pass->state.input_size[1], pass->state.input_texture_size[0], pass->state.input_texture_size[1],
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// pass->state.output_size[0], pass->state.output_size[1], pass->state.output_texture_size[0],
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// pass->state.output_texture_size[1], output_size[0], output_size[1]);
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